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Messages - Whisper

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1
General D&D Discussion / Re: The Windstorm Principle
« on: April 03, 2012, 06:30:44 PM »
Okay, fellows. None of that discussion about how mundanes should be is directly related to the OP's ideas. We already know D&D mundanes can't stack up, and the OP's point has been disproven when he says that a system has failed when unable to support a concept.

This new learning amazes me, Sir Bedievere. Explain again how sheep's bladders may be employed to prevent earthquakes!

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My opinion is that D&D has failed in many ways once you look under the hood, but it at least attempts to provide boundless versatility. That is not a failure. I have become highly disenchanted by 3.5, but I wouldn't say that the system has failed. After all, a game has not failed as long as it is fun; few would argue that 2E, with the requirements for countless house rules to make anything work, failed outright--many have wildly enjoyable memories of it.

D&D, as a class-based system, provides crap versatility.

But that's not the point.

We all know that some concepts cannot be supported by any system because they are internally inconsistent (armless archer).

We all know that some concepts should not be supported because they break the story (Pun-Pun).

We all know that many, many narratively viable concepts, which are supported by other RPG systems, are not supported by D&D. It fact, we just had pages of discussion where everyone who isn't talking-to-trees-insane agreed upon this point. Somehow, you construe this as proof of the opposite.

Since you completely fail at this: http://en.wikipedia.org/wiki/Principle_of_charity

... let me formulate a statement more palatable for tiresome little quibblers.

An RPG system where having a character concept inhibits optimization is failed system.

or better yet:

An RPG system fails to the degree that character concept inhibits character optimization.

Thus, in a well-designed system, concept and mechanical optimization are closer to orthogonal. The desire to explore a certain type of narrative, rather than the desire to optimize, controls at least major character choices.

Narrative consistency and common sense still constrain what is optimal... unless your campaign is very silly indeed, it is right and proper that Bonzo the Master Toothpick Wielder isn't going to fare well against the Hahne-Kedar 3000 Series Military-Grade Security Bot (Antipersonnel Loadout).

But indeed, a truly superior system would flexible enough that you (the GM) could decide to be just that silly. Modular systems like the HERO system approached that goal much more closely than D&D, although still with significant problems, like the way that a baby can throw a football 80 yards.

There is no narrative reason why two-weapon fighting should suck in D&D. There is no narrative reason why everyone in GURPS 3rd edition was running around with a pick instead of a sword or axe. These are mechanical failures.

Mechanics are there to determine story outcomes, not story preconditions.

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General D&D Discussion / Re: The Windstorm Principle
« on: March 30, 2012, 10:25:42 PM »
Your Stormfront Fallacy addresses a nonissue. I have never heard of someone taking penalties based on race in a game of D&D.
I find it very hard to believe that you have never read the rules for races in 3.5.
I meant penalties applied by the DM which defy RAW, like a penalty to ranged attacks for dwarves, which seems to be what the OP is addressing.
I'll edit that in for clarity, though.

Who said anything about defying RAW? I point out racism codified into the rules, and you say it doesn't count because it's codified into the rules? What kind of sense does that make?

Let me give you more concrete example.

Suppose I give males a massive bonus to strength. This effectively penalizes everyone who wishes to play a female character.

If we look at any sort of male vs. strength data, men are overwhelmingly stronger. But is this a justification for giving all males characters a strength bonus?

Only if you don't understand statistics. Every individual female is precisely as strong as she is. The fact that other females are weaker doesn't personally affect her. Statistics only allows you to say things about populations, not individuals.

Is there anyone here who would be comfortable telling a player that their (female) character is going to be weaker than the male characters because she's female?

Of course not. We realize in this instance that PCs are exceptional individuals. Exceptional individuals, by definition, deviate from population norms.

If a wish to play the strongest halfling ever, why should I have a penalty to strength? Because halflings, on average, are weaker? I'm not playing *all* halflings. I'm playing ONE halfling.

Stormfront fallacy.


3
General D&D Discussion / Re: The Windstorm Principle
« on: March 30, 2012, 10:14:52 PM »
An RPG system where a character concept inhibits optimization is failed system.
Counterargument: I wish to play an archer who has no arms.

Troll. http://en.wikipedia.org/wiki/Principle_of_charity

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General D&D Discussion / The Windstorm Principle
« on: March 30, 2012, 12:40:06 AM »
We're all familiar with this:

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The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy
Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.

Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.

Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa.
Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.

... which basically says that optimization does not preclude roleplaying.

It's commonly used as a defense by character-optimizers when confronted with accusations that they are not playing a role.

But it occurs to me that there is a corollary to this: the notion that characters whose identities are chosen for narrative rather than mechanical reasons either suck, or should be allowed by the system to suck.

I propose the Windstorm Principle:

An RPG system where a character concept inhibits optimization is failed system.

In other words, if I must be an aquatic dragonwrought kobold rather than a dwarf in order not to suck, if I must play a spellcaster instead of a skillmonkey to remain relevant, then what I am playing is not so much a sandbox as a cage, and RPG rules are not so much a simulation as a form of BDSM.

Also propose the Stormfront Fallacy:

The notion that because a race is generally worse at X, all members of that race are worse at X, and this should be reflected in RPG rules.

(Named after the racist website, "Stormfront".)

In other words, just because dwarves are generally not skilled archers is no reason to impose mechanical penalties on a player who thinks it would be fun to play The Dwarf Who Never Misses.



Discuss.

5
Holy crap, check out this site I found!

"Where do you get these things, Libertad?!"

"Elementary, my dear Watson!  grognards.txt!"

Okay, that's just weird. Taking pride in killing characters in an RPG is like taking pride in killing characters in a novel you're writing. You have control. Of course you can kill them. No difficulty whatsoever involved.


6
Other RPGs / Re: What's the problem with GURPS?
« on: March 12, 2012, 04:08:48 AM »
GURPS is a good system, but it has a few major flaws.

First is lethality. This can be fixed somewhat by playing 150 pt characters, and playing some scenario where healing magic or high-tech medicine is available.

Second is scaling. 100 pt fighters own 100 pt mages. 200 pt mages are floating death fortresses that annihilate any number of 200 pt fighters. Play 150 pt characters.

Third is active defenses. They don't scale to the attacker's skill. This breaks the game at both high and low point levels. 

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One of the greatest problems with "charop culture" is that there is no distinction drawn between optimization on features, and bug exploitation.

Any RPG ruleset essentially reduces to a programming language. As such, it has both features and bugs. Pun-Pun is clearly a bug.

Now, D&D makes it especially difficult to distinguish between features and bugs, because instead of hiring Math or CS majors, WoTC hires English and History majors (a class of person distinguished solely by utter uselessness), creating a situation where the authors' utter unawareness of even the most basic consequences of their featureset makes the distinction between "feature" and "bug" largely a philosophical one.

D&D tends to break any time two rules are used synergistically. Nonetheless, in a system that didn't utterly suck, optimization would be restricted to using features, rather than exploiting bugs, and the bugs in the system would be few enough that a smart GM could manually block exploits of them from his game.

If it is possible to break the game entirely, so that it is no longer fun, or playable, or even recognizable as a narrative, via optimization, then optimization becomes not merely a matter of cleverness or knowledge, but also a matter of willingness to break shit.

In other words, the degree to which an optimizer is not Pun-Pun has almost nothing to do with his cleverness, and everything to do with his reluctance to outshine others and spoil plots. This is the fault of the game designers, saddling people who just want to play cleverly with the task of fixing a broken game, or, even worse, with the task of deciding what is broken and what isn't, and how far to go.

In other words, the Pun-Pun fallacy is a fallacy because "not being Pun-Pun" isn't so much a failure at optimization as it is a judgement call on where to draw the line between "too much self-gimping" and "being a douchenozzle who fucks up the game for everyone".

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General D&D Discussion / Re: mistaken implications of IP-proofing
« on: March 12, 2012, 12:36:42 AM »
One factor that you all are either forgetting or not mentioning is the way that offensive capabilities effect the number of SoDs or other IP-relevant effects one gets hit with. The better your offense, the fewer IP-relevant effects one will face in each encounter. There is a tradeoff between the utility of beefing defenses, and the utility of resources to finish combat quickly.

9
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"Water is lighter than air, oceans float above the atmosphere"

Wait...how would that...would that even CHANGE anything?

Think small-scale. Think economics. Sure, the arrangement of the world is different, but also... it never rains. Ever. And what about drinking glasses? What about the effective weight of  a human body that's 80% water? What about scarcity, and the economy? What about crops and food supply?

10
That's right, creativity exercise time.

Come up with a new idea for a campaign or whole setting, and describe it in ten words or less.

Anything posted is fair game for borrowing!

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Off Topic Fun / Re: Agency & Humanity & Morality
« on: February 18, 2012, 08:30:19 PM »
Despite its coercive nature, taxes are good.  All societies need some form of tax because they create vital services.  Where else would we get good roads, good schools, good equipment for our military, or any other number of things millions of people need?  These conveniences would not exist if taxes were voluntary.  So taxes are good because society would fall apart otherwise.  Making people pay taxes against their will is a lesser of two evils.  And they're getting something in return for this, despite their willingness or lack thereof: all the protections and aid granted to the nation's citizens.

One could also argue that a citizen who does not wish to pay taxes be denied the services of the government.  Said citizen cannot use public roads, electricity, healthcare; all of these things and more he'll need to obtain through other means.  If he does not wish to give to the government, then the government shouldn't give anything to him.

Sorry about the slow reply. (Redhead.)

You're almost there.

Now you need to understand the concept of the commons, and how it relates to taxes.

The commons are those things which:

1. Are good to have.

2. Cost money.

3. Once paid for, cannot be reserved for only those who have paid.

An example of the commons would be fire suppression. It's good to have, it costs money and resources to pay and equip firefighters, but once you have them, you can't only put out fires on property belonging to subscribers...

... because fire spreads.

So fire suppression is part of the commons.

Providing for the commons is the proper role of government, and the proper reason for collecting and spending taxes. That which is not commons can be taken care of by markets, since they can be apportioned out to those who pay for them.

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Off Topic Fun / Re: Agency & Humanity & Morality
« on: February 07, 2012, 11:59:47 PM »
Many people are uncomfortable with their taxes being spent on programs they despise, such as birth control or the military.

But taxes are a necessary evil.  The allocation of funds and resources towards vital programs is such a convoluted and complicated procedure that only a few people can really understand it, and managing these resources is a full-time job.  If all government programs were voluntary, then people would give money based upon what they decide is important or on programs that they approve.  And many people would not pay taxes at all!

What you refer to is called the tragedy of the commons.

However, no one is claiming that all taxes are evil and unnecessary. I pointed out that taxes are coercive, and therefore only appropriate when coercion is appropriate, which it sometimes is.

Charity with one's own money is good. Charity with someone else's money, taken by coercion, isn't.


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General D&D Discussion / Re: What alignment are you?
« on: February 06, 2012, 01:34:55 PM »
Using tax dollars to support society's disenfranchised is not inherently a bad thing, and some people do need help to get back on their feet.  Whether it's from a private charity or government matters little.  Soup kitchens do works of good everyday, even if they're always "giving" to others.

You seem to be responding to one of my examples. Let's look at each of your arguments individually.

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Using tax dollars to support society's disenfranchised is not inherently a bad thing

Okay, this is your thesis statement, let's look at your reasons for believing this. But first let's analyze just what it means to "use tax dollar to support" someone.

It means to take resources from one person, by threat of force, and give them to another. We must recall that tax money is not an infinite pool of free-floating wealth that belongs to no one. It is instead taken from people who will be imprisoned by men with guns if they do not give, and the amount that is taken is decided based on expenditures like giving it to other people. Every dollar given to one person is a dollar which is taken from another.

Now, perhaps it is sometimes moral to do precisely this. But in order to argue that such an action is moral, we must show two things: first, that it is moral to give resources to the one party (or else we deny their agency), and second, that it is moral to take them from the other (or else we deny their humanity).


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some people do need help to get back on their feet

Indeed. This explains why it might be moral to give resources. The agency of the recipient must be considered in the light of their power to effect their situation. A person with no power to effect their situation does not have their agency reduced by an offer of assistance, if their situation is also not a consequence of their own poor choices.

But it does not explain why it is moral to take them by force. It gives no justification for denying the humanity of the people whose resources we are taking.

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Soup kitchens do works of good everyday, even if they're always "giving" to others.

Okay.

But this is not a supporting statement. It's just another assertion.

So the only justifying argument you have made is that "some people need it". Perhaps you could explain to me why a need in one entity creates an obligation in another?

14
I would say that one of the bigger differences is that killing is usually a means to an end whereas rape is usually an end in and of itself. Thus it is in a way "given the spotlight" very unlike normal violence...

This I can agree with. I tend to handle sex of any kind (not just rape) in my games with "the three-asterisk pause" (as novelists would call it), mostly because sex just isn't that interesting except to someone who is actually participating in it.

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If it is just mentioned that someone is raped int eh same context as some mook or innocent was killed then fine its a relatively realistic part of the game that can be accepted and understood. If the rape is happening to a PC well they will likely want to fight back in some way. Thus it needs to be handled with great care in the same way that mind control, torture, and other things that abridge a PC's freedom need to. There are no bad story ideas, only horribly flawed executions.

Agree again.

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General D&D Discussion / Re: What alignment are you?
« on: February 05, 2012, 06:29:27 PM »
It appears, in particular, to lack any notion of the concepts of "agency" and "humanity" with respect to moral imperatives
Could you elaborate on this?

"Agency" is the quality of a sentient being whereby they are able to make choices regarding what to do, and then held responsible of the outcomes of those choices.

"Humanity" is the quality of a sentient being whereby their own experience is a worthwhile end unto itself, not just as a means of serving others.


An instance that self-sacrifice is a moral imperative denies both these principles. Let me give you some examples:

If I ask you to sacrifice your life to save a busload of children from going off a bridge, that is a valid request. You can choose to, or choose not to. But if I insist that you have a moral obligation to do so, I am denying your humanity. Your existence is useful because it is useful to you, not because it might save some children.

If the state taxes the population to support unwed mothers, it is denying the agency of those mothers. They have the right to make choices and deal with the consequences of those choices. If they are protected from the consequences of their own poor decisions, then they are infantilized, denied not only freedom of choice, but the opportunity to be self-reliant and learn from their mistakes.

Both self-sacrifice and charity are often seen as good things. And often they are. But sometimes they aren't. And sometimes they are positively immoral. And the principles of agency and humanity can tell us why.

To help others always is to deny them the opportunity to grow into full adults and become strong and confident. To insist that others always give is deny them the opportunity to enjoy their own lives, and to tell them that their internal reality is less important than that of those we expect them to give to.




16
I find myself reiterating my puzzlement at the notion that rape is an exception to the ordinary social mores that govern how we handle bad things happening in RPGs.

Characters can, on occasion, get shot, blown up, stabbed, set on fire, eaten alive, diced, enslaved by illithids, turned inside out, etc. Players are expected to deal with these with a modicum of maturity, so long as they are consequences of failure, and not something that they are simply railroaded into.

Now, I agree there's a problem with GMs that get some sort of thrill by *making* rape happen in their games. In the same way that there is a problem with GMs who love inescapable death traps, or describing your character's death to you in great detail. The GM's proper job is to create a gameworld that is challenging, has verisimilitude, and is engaging, rather than telling an immutable story that gives *him* vicarious thrills.

But I morally uncomfortable with the notion of denying a PC's agency. (Agency: the quality of being able to make choices, and take risks, and being responsible for the outcome thereof.)

I am reminded of another major villain I once set PCs up against... Cassandra of the Axe, a pirate queen who hated men, and was in the habit of having any that she captured castrated and then released. Now, it so happened that they managed to take her down without any PCs being captured, but had this happened, and had they failed to escape in a timely fashion... well, hope you can cast Regenerate.

For the risks the PCs take to be meaningful, and the game world realistic, negative consequences must exist, and they must be roughly what they would be in sort of world you are creating. Now, because it's game, and not a novel, the players are allowed to act in any way that they realistically can, and can think of, to avoid such fates. However, there is no special "PC stamp" on the foreheads of characters that automagically exempts them from the things that are happening to NPCs around them. 

Now, let us examine the case of a female PC who encounters a ship full of Vikings on a raiding expedition. This person has options. Fight and win. Flee. Bargain. Fight to the death rather than be taken. Hide. Bargain. But fail to do any of those, and I am not going to suddenly turn the game into a Neill Gaiman story, where all the Vikings are gay, or a Disney movie, where everyone just sings a song about having a dream.

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General D&D Discussion / Re: What alignment are you?
« on: February 05, 2012, 05:37:15 PM »
I'm not sure that game designers are equipped with any special moral insights. They're certainly not qualified to morally evaluate others, which is why I don't experience any great surprise that I scan as "Chaotic Evil" to this low-tech tool.

It appears, in particular, to lack any notion of the concepts of "agency" and "humanity" with respect to moral imperatives, which is why it rather dimwittedly regards self-sacrifice, sharing of resources, and obedience as objective moral goods.

Essentially, this is a regurgitation of the Judeo-christian ethic, a system that has consistently turned everything it touched to shit. I'm not impressed.

18
"I'm tired of people treating sex like it's icky!  There's nothing wrong with introducing erotic elements into D&D!"

Sounds perfectly reasonable...

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His first night of gaming: "I wildshape into a panther and rape the prostitute!"

Gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii... what the actual fuck?
Its whats wrong with introducing erotic elements into a game. Some people suddenly metamorphose into terrible people who would shove their fetishes into your face at every opportunity.

I call that a people problem, not a game-elements problem.

I find it kinda weird that people in this culture are so attuned to violence that they can emotionally detach from the in-game slaughter of thousands or millions, but when something sexual happens... heads asplode.

I tend to have these elements in games I run when they would normally occur. I've twice had female PCs, played by females, raped by NPCs, because they were in a situation where... well, that's what would happen. No way around it.

One of them was handled with particular adroitness by the player in question. Situation was, whole party and their airship was captured by a crew of sky-vikings, who were especially pissed to find that their sailing crew was made of animated skeletons (Vikings hate necromancy.)

The character in question had put a lot of points into physical attractiveness. (It was a points-buy type RPG).

So I took her aside and said: "You know what's probably gonna happen, here, right?"

She nodded with a slight wince. Then had an idea. "I'm gonna to pick out the biggest, baddest Viking of the lot and start making eyes at him.", she said.

I saw where she was going with this. One successful vamping-skill role later, several other Vikings are nursing broken noses and she's in his cabin.

I glossed over it with "Your evening isn't precisely ideal, but it's a lot less rambunctious, and less crowded, than it would have been otherwise. I'm awarding you X bonus experience for quick thinking. Now, does anyone else wanna do anything before the next day?"


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@Whisper: That's not actually how it works.  IN D&D, you don't get to make more attacks per round as you level, you just have more attacks per round that have a chance of connecting.  Even at level 1 you're making a bunch of attacks, it's just that all but 1 have literally no chance at hitting, and are mostly just for show (explained a number of ways based on character).  Some weapons are still 1 attack per round (ranged comes to mind), but primarily a higher BAB/more attacks is merely a way of saying that your strikes are of higher quality.

Meh, rationales are interchangeable.

That one, of course, is particularly unrealistic. Only novices slice the air with no chance of connecting. Trained fighters will abort many of their strikes when the opponent responds with an appropriate defense.

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NOt only that, but D&D's reality is Hollywood's take on reality in most circumstances.

Yeah, D&D's combat system fails realism on so many levels that it's not even funny. AC contains no element of the defender's weapon skill. Hits are way too frequent, and too many can be absorbed. Damage contains no element of the attacker's skill, or the quality of the hit. And so on and so on and so on.

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The problem with AoOs is that they don't punish battlefield missteps.  In a "real life" fight this misstep happens and you get an attack, but in D&D it works differently: that attack is usually not very dangerous. 

An opportunity is not a misstep. A misstep is "getting hit". An opportunity is "opponent focuses on something other than counterthreat".

Just about everything you do that provokes an AoO is a deliberate action, planned in advance. How you rationalize calling that a "misstep" I simply do not understand.

Defense doesn't work by standing still and catching incoming blows. It's a dynamic process of distancing, counterthreat, disranging, interception, slipping, and so forth:

http://www.youtube.com/watch?v=hZE21oUMMm4

Now, obviously blue kinda sucks. Not very good at gap-closing. But watch how white takes advantage of this to control the range of the fight. It's obvious that for a skilled fighter, offense and defense blur together, and the very notion of an "attack" becomes somewhat of an abstraction.

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In D&D, warriors to the majority of their deathdealing on their own turns. Which I suppose makes sense from a game mechanics point of view. But, given the existence of attacks of opportunity and what they're meant to represent, why then, are a warrior's attacks far less effective when they are taking advantage of their enemies' foolish moves and/or missteps?

For example, a Barbarian leap attack pounces on a guy, charging and attacking him four times, dealing 2d6+30 damage with each hit. Then, the victim pulls out and drinks a potion, provoking an attack of opportunity from the Barbarian which deals 2d6+20 damage if it hits. Now, in real life, pulling out a potion and drinking it in combat with and in front of a guy with a greatsword will get you killed. But in D&D it results in somewhere roughly between 1/4 and 1/5 the Barbarian's normal damage output.

Okay, hold on a moment, there, Slim.

Your barbarian gets that damage output by making multiple attacks. Now, if his opponent must divide his attention, this gives him an opportunity to make *another* attack. And you're somehow construing this as "less" damage?

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I've been thinking about this concept ever since I watched Sucker Punch a couple weeks ago, and it just doesn't seem right. In the movie, Baby Doll straight up kills an adult dragon in one attack of opportunity that she got because the dragon made a battlefield misstep. It seems to me that AoOs should be more deadly than regular attacks, because, nearly by definition, they have messed up in a way that opens up their defenses.

Wait, so you're reality checking this based on one of the most unrealistic films in the history of filmmaking?

If we want to reality check things, we have to think in terms of realities, not film. So what does an attack of opportunity really represent? When might one get an opportunity to make *more* attacks?

Is it, as you say, when an opponent makes a tactical misstep? No, it isn't. Compromised defenses do not allow for *more* attacks, they allow for *more successful* attacks. I do not suddenly become faster when my opponent stumbles, or is distracted.

So what does allow for more attacks? Well, anyone who has trained for actual hand-to-hand combat knows this: the reduction of a deterrent threat. In other words, I can attack more when I no longer have to watch out for my opponent's counters. In practice or in the ring, ceasing to threaten a counter attack can swiftly draw a flurry of strikes.


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